Campaign New Rules

Local rules
section as well. That section details which new rules WE are currently using in our own campaign (as well as some additional house rules we have decided to include).





New Rules

1). Specific Army Rules:

This rule attempts to put a bit more balance in among the various armies taking part in the campaign, as well as providing some clarification as to how the armies are effected by some of the campaign rules in the Warhammer Battle Book.

The Dogs of War (DoW) Army

These clarifications apply to DoW armies, not armies using DoW as allies.

1). Territories: If using the NEW 'Racial Enclave' territoy (see 'Allies' below), DoW armies must always choose to 'chase off' the other race: they do not make use of allies!!!

DoW armies do not gain warmachines from the Forest territory, large monsters from the mountains territory, nor champions from a village territory. You must still roll to determine if mountains contain a gold mine, as well as how many Large Monsters are available there however. The same applies to warmachines in a forest territory. The fact that all their regiments are special makes up for this.

2). The Paymaster: The Paymaster character is only available from a Town: he replaces the Army Standard Bearer option. You always have the option of including a money lender and/or a bodyguard unit with your Paymaster (as these are upgrades, they do not count as seperate characters regarding what you get from a town territory).

3). DoW as Allies: See the "Allies" rules below, if allowing allies in the campaign.

In multiplayer games the DoW army may ally with any other army even though it has no allies. However, if it does so it may not include any regiments who could not normaly be hired by a race fighting on its side on its side.

4). Elite/Veteran Units: DoW regiments/characters follow all the normal rules regarding gaining elite/veteran status durring the campaign - see the WHBB.

Realm of Chaos Armies (ROC)

These clarifications apply to Chaos Armies using the ROC book.

1). The Chaos Army: The army MUST always be of a single warband type (either Chaos Warrior, Beastman, or Daemons), chosen by the player upon his entry in to the campaign.

2). Starting Army: Instead of fielding a general and a level 1 wizard, a Chaos army always fields up to 2 Warlords (and their retinues) instead. Prior to fighting a battle one warlord must be chosen as the army's general, and the 2nd (if any) must always be a spell caster of magic level 1 (Shaman/sorcerer/Daemon Warlord with "Master of Sorcerery Reward"). Spell casting daemon units count as spell casters in this case: a spell casting daemon unit (magic level 1) may thus be chosen instead of a second warlord (assuming you are normally able to field daemon units in the first place), thus replacing your wizard warlord.

The elected general may be a spell caster himself however, in which case he may be of ANY magic level), regardless of territories controlled. He is not limited in level in any way. This means that a starting Chaos army may always field up to two spell casters!!!

Note that any warlords that you make generals must always be the general whenever you include him in an army. Veteran characters may never be generals unless they were designated as a general before becoming a veteran character.

Outside of the rules above, normal limits on starting armies apply as in the WHBB.

9). Warmachines: Note that chariots count fully as Warmachines for inclusion in the army only. Note that this would allow Daemon armies chariots as allies. This means that the starting army may have a single chariot, and more if any Forest's are controled.

3). Allies: The chaos army MAY always include allies. However, these allies are limited to: other warband types (Chaos warrior, Beastmen, or daemon warbands); and Monstrous Hosts. Other "Races" (like Dark Elves, etc) may NOT be included. Note however that the new rules below regarding "Allies" may change this (see the "Allies" New Rule below).

4). Chaos/Daemonic Rewards: The armies general may always have a single "Reward" of any point value if the player so chooses. However, if the nominated general of the army already has a Reward (for being a veteran, see below for more on this) then he doesn't get an extra one because of this rule. It simply means that a non-vet. general may be given a single Reward of any point value. Otherwise they must earn their Rewards (see below).

A non-general character entitled to one or more rewards (as indicated in their army book) must earn them instead durring a campaign. To earn a Reward the owning player must first roll a D6 whenever that character gains a heroic feat. On a roll of a 4+ that character is also granted a single reward of his choice in addition to the heroic feat. Any other result means the character has not been bestowed a reward. This D6 roll may be repeated once every time the model gains a heroic feat until the model has his full allotment of rewards (as indicated in the ROC rule book).

Once a character has attained 5 heroic feats there is no longer any need to roll for the Reward, success is automatic in this case. The player is free to assign 1 or more rewards to the character any time before a game.

Once a specific Reward is chosen for a veteran character, you must always include his reward(s) whenever he is included in your army (Rewards are permanant gifts bestowed upon your Vet. Characters and cant be changed). The player must still pay the pts. cost for any and all rewards he gives to his vet characters. Note that Rewards can be lost durring a game (Ring of Corin for example), and if this is the case then they are lost and the character must earn them all over again as normal (although the reward may be different from the original).

The armies General may always start a game with up to one Reward (if norm allowed to have any - see the army book). Otherwise he must earn them as normal. You will need to "Name" any general that you give a Reward to (as if he was a Vet. character).

Rolling for a reward (or asigning one to a general) is optional. At no time is the player ever required to give a new reward to a character.

5). Marks of Chaos: Veteran characters must always come with the same Mark every time they are used in a game. "Unaligned" characters may not gain a mark later on in the campaign (just like characters may not switch to a different patron, ie, Mark).

6). Chaos Gifts: Chaos Gifts have no effect on the campaign, they only last for the battle they are played in. However, if a Vet. Character, or the Expedition Leader, is ever turned into a spawn he is lost and out of the campaign (all his items are lost as well), ie, treat him as dead!!! at the conclusion of the game.

7). Territories: Villages allow you to include up to one unit "champion/leader" in your army per village, be they allies or otherwise. Villages do not allow a Chaos army to field Army Battle Standard Bearers, or any Lords/Heroes who are unit leaders (like Dragon Ogre Heroes/Lords). Nor does it include any Warlords (such as the Chaos Champion), or spell casters of any sort.

Towns allow you to take up to 3 of any non-spell casting character types in the chaos army (even if allies). This includes any and all Warlords (including Greater Daemons and Daemon Princes with out spell casting abilities-ie, "Master of Sorcerery" Reward), champions/leaders, and army standard bearers. However, if you choose a greater daemon/daemon prince from a town you are allowed no other character models from that territory at all!!! You may either take up to 3 non-greater daemon/daemon prince characters, or a single greater daemon/daemon prince from each town you control.

Magical Territories (Shrines, Temples, etc.) allow you to choose Sorcerers/Shamans, Spell casting Daemon units (see below), and Greater Daemons/Daemon Princes of the appropriate magic level. Note that Daemon Princes and Greater Daemons would have to have the "Master of Sorcery" Reward of the proper magic level in order to be fielded from a magical Territory (otherwise they can only be fielded from Towns, and as non-spell casters).

8). Spell casting Daemon Units: Spell casting Daemons (like plaguebearers) can only have their spell casting powers if the player qualifies for a Wizard of the appropriate magic level. Otherwise they are fielded with no magical powers at all. Each daemon unit fielded with a magic level counts as if it was a seperate spell caster of the appropriate level for army inclusion purposes.

Note also that daemon units fielded with a magic level must not be larger in number then what their magic level requirers. Daemon units fielded with out a magic level can be any size normaly allowed in the Army List.

Example: The player controls a Sacred grove. He can field a spell casting daemon unit of 6-10 models (no more and no less) and count them as magic level 2. Any other spell casting Daemon unit would have no spell casting abilities because the player doesn't control anymore territories which grant another spell caster.

Lizardmen

1). Stegodons/Salamanders: The Liz. army counts these creatures as both Warmachines and Lg. Monsters in terms of what can be included in the army. What this means is that his starting army may contain one as a warmachine, and one as a large. monster, since these beasts count as both. He could have 2 stegodons in his starting army for example (one counting as a warmachine and the other as a Lg. Monster). These creatures DO NOT count as regiments for inclusion in an army (although their points cost is still counted towards the regimental allotment of an army list).

Note also that the Forrest and Mountain Territories allow the Liz. player to field extra Stegodons/Salamanders (since they count as warmachines AND large. monsters).

2). Spell Casting Characters: Slann Mage Priests count as Wizards and are only available from magical territories (Shrine, Temple, etc) in the same way as normal wizards. Note that a Slan Mage must always be the general.

Skink shamans are only available from magical territories as well. However, one is available for each magical territory you control, regardless of territory type (wiz. tower, shrine, grove, or temple). However, you may not choose both a slann mage and a shaman from the same territory at once, you may pick one or the other to use in any given battle. They are provided as an alternative to taking a slann mage.

3. Multiplayer Games: Although the Lizardman army has no allies they may still side with any non-skaven army in multiplayer battles. So long as no skaven army/units are included on its side it may join that side as an ally. (Players may choose to disregard this limit if they choose - it is simply somthing to fit the bitter hatred between these two races).

Bretonnian

1). Bretonian Virtue Limit: This rule attempts to limit the use of Virtues by Bretonnian players. With these rules a Bret. character must "Earn" his 2nd virtue, if he can have a 2nd virtue that is (see the army book).

This rule only applies to Bretonian Heroes/Army Standard Bearer. The armies General may always be assigned a second virtue of his choice, and is thus not limited by this rule.

To earn their 2nd virtue the character may roll a D6 whenever he gains a heroic feat. On a 4+ the character has been granted a 2nd. virtue of his choice. Any other result and no virtue has been gained. This procces can be repeated whenever the model gains another heroic feat (simply roll a D6, needing 4+). However, there is no need to roll when a character has reached 5 heroic feats. At that point success is automatic and the character may be assigned a virtue at any time prior to a game.

If the player opts to do this he MUST name his hero. Whenever he uses that hero in a game he must always have the same Virtue combination. If the Hero dies, the player may no longer field that model in a battle.

Rolling/taking a virtue is an option. The character need not ever be given a new virtue if the player so desires.

Dark Elves

1). Territories: DE assassins are counted as heroes and thus only available through a Town territory.

Skaven

1). Territories: Plague Priests can only be chosen if you control a Town (as they are a Hero).

2). Spell Casting Characters: Vermin Lords count as a Wizard (level 4) for inclusion in an army. You will therefore need a Temple in order to field one.

Wood Elves

1). Warmachines: Note that Wood Elf chariots count fully as warmachines for inclusion in the army only.

Undead (1st ed. army list; not the Vampire Counts army book)

1). Territories: Magical Territories (Shrine, Sacred Grove, etc) allow you to field Vampire Counts (Sacred Grove- only) or Necromancers of the appropriate magic level. However, Temples DO NOT allow you to field level 4 Necromancers/Liches (as these are always Generals and can thus always be fielded). Instead, each Temple you control allows you to field a single Vampire Count, or a Necromancer of any magic level up to 3,in addition to a single magic item worth up to 75 pts in value.

As for the non-magical characters, each village allows you to have 1 Undead unit Champion (Wraith/Wight); Towns allow you to have up to 3 undead champions (as above), Wight Lords, Tomb Kings, and/or an Army Standard Bearer, but not Vampire Counts (see #2 below).

2). Spell Casting Characters: Vampire Counts count as a Wizard for inclusion in an army. Thus, one can be included in an army for each Sacred Grove you control.

Note that the Liche and Necromancer Lord always function as Generals, and thus are not restricted in use by territories.

3). Starting Army: Normal rules as in the Battles Book apply. Your General may be a Liche, Vampire Lord, or Necromancer Lord. You may always include up to one level 1 necromancer as your wizard.

4). General's Death: If your general is a veteran Necromancer Lord (ie, 4th level), and he is killed in a battle there is a chance he may return as a liche instead of being removed from the campaign: roll a D6, 4+ and he returns as a liche. Any specific magic items he carried prior to being killed are still lost as normal, but he retains any and all heroic feats he may have had.

Dwarfs

1). Starting Army: Since dwarfs have no wizards, they may always include up to one Runepriest in his stead. Note that this pertains to Runepriests, not Master/Lord level Runepriests(see Territories below).

2). Throne of Power/Anvil of Doom: The dwarf Throne of Power is not allowed in the campaign.

As an option, if the GC allows, a dwarf player may have his expedition leader represent a dwarf High King. If the GC allows this then whenever the dwarf expedition leader(High King) is fielded to lead the army he always has the option of riding the Throne of Power. Note also that there can be only one throne of Power in a campaign. If there is more then one dwarf army in the campaign the GC must decide which (if any) expedition leader represents a High King (and thus has sole access to the Throne of Power). It is sugested that the inclusion of a dwarf High King be included only by the GC if it fits a particuler story line he may have for the campaign. He may wish for instance to limit the Throne of Power to dwarf NPC armies only (and only if he feels a dwarf High King would be present in the campaign).

The Anvil of Doom can only be gained through controling magical territories, see below.

3). Runes: Runes count as magic items for inclusion in the army. Therefore any territory that grants a magic item allows the Dwarf player to include Runes instead (limited in point value as for the magic item).

4). Territories: Since dwarfs have no wizards they do not have the same gains from the magical territories (Wiz. Tower, Temple, etc.)as other races do. Use the table below to determine what is gained:


TerritoryWhat is gained...
Wizards TowerMay use an Anvil of Doom
Sacred GroveMay use an Anvil of Doom, and may field a Master Runepriest
ShrineMay use an Anvil of Doom, may field a Master Runepriest, and gain one magic/rune item worth up to 50 points.
TempleMay use an Anvil of Doom, may field a Runepriest Lord, and gain one magic/rune item worth up to 75 points.



2). NPC Armies

NPC (Non-Player Controled) Armies may be included in a campaign if all the players agree or if the GC demands, and asumming your group has a spare army or 2 to represent each NPC Army. They are mainly used to fill out a campaign with fewer than 12 players. They are ideal for campaign with 6 or so players.

As a rule, its best to NOT use NPC armies of races already controled by a player. You couldnt have an NPC and PC (Player Controled) High Elf Army, for example.


NPC Armies and Teritories

NPC Armies do not gain teritores in the campaign as PC Armies do. In the campaign NPC Armies represent the inhabitants of the campaign area, or otherwise armies not in the campaign area for the same reasons as the PC Armies are - just passing through, or on a raid for example.

NPC Armies are not kept track of as PC armies are, since no player really controls them. As mentioned above they do not gain permanent teritories. Nor do they make use of Elite units or Vet. characters, or characters with "Mutations", or "Spawn" (Chaos armies).


Fighting NPC Armies

A player may at any time in the campaign challenge an NPC army, instead of another PC Army. As long as an opponent can be found to play the NPC army in the battle, the challenge can be met and the game take place.

Prior to the battle, the player assigned to the NPC army for that battle must generate a number of random teritories equal in number to the amount the challenging PC armies teritories. No re-rolls are allowed in this, as they are not initial teritories. These teritories will aid the player running the NPC army in deciding what can be in his army.

Players stake teritories as normal. After the battle teritories are won and lost as normal: no special rules apply. However, remember that NPC armies DO NOT keep the teritories they gained from this whole affair. All the NPC Armies teritories are lost after the battle. When its time to fight another battle with this NPC army repeat the procedure above, generating new teritories, etc.

Players who play a game as an NPC Army and go on to win the game are granted a small bonus to the next time they play with their "Real" army. If the NPC army wins then the controling player is granted a single re-roll on the territory chart the next time he wins a game/territory. This allows him to re-roll the random territory he generates at the end of a game that he wins if he doesn't like what he rolled up iniatialy. Note that this only applies the next time he plays and wins with his "Real" army, and not the next time he plays with an NPC army. This bonus cant be saved and must be used the next time he rolls on the territory chart after winning a game with his main army or it is lost altogether. This bonus is not cumulitive: you only get earn a singlr re-roll at a time. Players will need to make a note somewhere if they get this re-roll to remind them. Once a re-roll is used you must except the result; you may not take the original roll.

3). Random Events

Random Events are used as in WD#212. Any campaign can benefit from these rules. You may wish to modify some of the events to suit your campaign better, and I have done so for the Thunder Isle Campaign.

The rules are quite easy to use. After every battle roll up a random teritory as normal. However, if a double is rolled a Random Event may occur.

As soon as teritories are resolved (who gets what) each player rolls a D6. If you roll a 6 then an even happens to your opponent. If he rolls a 6 it happens to you. If you both roll a 6 then roll again. Any other result is "No Event".

The player who has an event occur immediatly rolls on the Random Events table and applies the result.

Random Events never occur when rolling up initial teritories. Also, if you roll an event which affects a territory you dont have then no event occurs.

4). Scenario Choice

The side with fewer teritories gets to choose the scenario that will be played. If both sides have the same number of teritories then each side rolls a D6: highest roll gets scen. choice.

For scenarios 5-8 (or any scenario where there is an attacker/defender) both sides roll a D6: highest roll gets to choose which side he will play.

As an option, player may decide to instead use the Pre-Battle Manouvers Table and rules. This method provides a more realistic (and fun) way of determining the scenario to be played.

5). Initial Territories

A player rolling up his iniatial 3 territories may re-roll a territory if he already has it; but only one re-roll is allowed for each duplicate.

6). Expedition Leaders

All players start with an "Expedition Leader", that is your main general of all your army. However he doesnt always have to be the general for ALL your games. You could instead have your army led by another "Sub-General". However, if you do use your "Expedition Leader" be sure to state that fact to your opponent.

You must always have a name for your Expedition Leader. This helps players recognize him in a game, and also builds charcter for you army. If he ever dies you must declare a new expedition leader soon thereafter. Note that the expedition leader must always come with the same Virtues, Rewards, Marks, Magic Level, etc that he may have been given/earned, just as if he was a veteran character.

Death of the Expedition Leader

Your Expedition Leader is your main general. Unlike other characters in the campaign, if he is a casualty durring a game he may survive and not be "Dead". Roll a D6 after the game in which he was a casualty: 1-2 he is removed from the campaign; 3+ and he lives on (may be used in future games). If he survives he loses one Heroic Feat!!! Specific magic items (such as from Ruins, or the Campaign Rewards Table) he may have had are also lost.

If your General is removed from the campaign take heart, he may not really be dead. You may wish to see him as too maimed to take an active part in battles and may very well command the "Expedition" from a well protected territory, etc. This is up to you. If you would rather imagine your General going down in a glorious battle, so be it.

7). The Treasure Hunt Scenario

In order to choose this scenario your opponent must agree beforehand; and if he doesn't then you must choose another scenario to play.

When playing the Treasure Hunt scenario neither side stakes a territory!!! Instead, the winner of the battle (the side with the treasure at the end of the game) gets to roll on the following chart after the battle.

D6Treasure Found
1Nothing but worthless junk!!! No magic item is gained.
2-5Choose a single magic item worth up to D6x10 pts. In addition the player has found a map to a new territory on a D6 roll of 4+ allowing him to roll up a second territory to choose from the next time he gains a territory (only).
6Choose a single magic item of any ponts value. In addition the player has found a map to a new territory on a D6 roll of 4+ allowing him to roll up a second territory to choose from the next time he gains a territory (only).


Any magic items gained this way can only be lost if a character with the item is killed in a battle. Otherwise the item may always be included in your army. You must still pay the point value of the item in order to use it in a game.

8).Campaign Seasons

The campaign season represents the time armies spend exploring the campaign area, uncovering its many secrets and engaging opposing armies in battle. At the end of every campaign season armies are assumed to either leave the area, going back to their homes, or take refuge in some of their territories they control. It is up to the GC to determine when each campaign season comes to an end, and this mainly has to do with the frequency of games played.

At the start of every campaign season the GC (Game Controler) sets up an objective for all the opposing armies to compete for. This objective normaly takes the form of some reward that will aid the owner later on in the campaign, such as a unique magic Item, or Special Territory. The GC should maintain some mystery about the reward by throwing in some rummors about the objective, rather then just telling the players what the reward really is.

As an alternative the GC may wish to instead allow the winning player to roll on the Campaign Rewards Table one time. This is a is a very simple approach but proves useful where time is limited. The table itself provides some interesting ideas for campaign objectives.


The Final Battle

At the end of every campaign season the GC pairs off the two player's with the most territories. These two player will play each other in one final battle to decide which one will reach the campaign seasons objective (and gain its reward). This final game may be a special scenario made up by the GC, or it may be just a normal game; this is up to the GC. Normally no territories are staked or won in this scenario; they are playing to gain the Campaign season's reward instead.

The GC is free to play some elimination games if more then two players are reasonably close. This is up to the GC.

At the completion of this battle, the winner gains the reward and can make use of it in future campaign seasons.

As an alternative the GC may simply award the player who has the most territories at the end of a campaign season with the campaign objective. This is wholly up to the GC.


Starting a New Campaign Season

As soon as the "Final Battle" is resolved the GC can set up the next campaign season by creating a new objective for the rival armies to compete for.

At the start of each and every new campaign season each player chooses up to 1/2 (drop all fractions)of their currant territories they control to a min. of 3. All remaining territories are then discarded. These territories represent the players initial territories as if he just entered the campaign as normal. If a player controls a special territory that was a reward for meeting a previous campaign seasons objective he may include this as one of his territories.

Players keep all Elite units and Veteran characters they had previously, as well as any other special abilities a Veteran character may have gained (such as a second virtue for Bretonnian Heroes - if using that new rule, see elswhere). Note that magic items gained from "Ruins" are also retained (as they are only lost if a character carrying them is killed durring a game). Any players with a "Generals Victory Bonus" lose this benifit, however.

Players who do not wish to continue with the same army are free to choose a new one from scratch. In this case they need to generate 3 iniaitial territories randomly, as normal, and do not retain anything from there previous army, including rewards gained from othe campaign seasons, elite units, etc.


Optional Campaign Victory Points

1). Campaign VP's: The GC may wish to decide the pairings for the "Final Battle" by using a point system, called Campaign Victory Points.

With this option players earn VP in the campaign for every battle they win.


Points EarnedFor...
3 pts....the first time you beat an opponent this campaign season.
1 pt....a second win against the same opponent
1/2 pt....a third or subsequent win over the same opponent.
1 pt....a draw if you haven't scored points on that opponent this campaign season, otherwise nothing!!!
0 pts....a defeat!!!


This point system was originaly printed in WD #212, and provides a very useful way of determining the campaign seasons most successful players.

If this option is used then the Final Battle will be fought between the two best scoring players, and the GC is free to run some elimination games as well if more then two players are close. You will also notice that the system favors players playing games against "Fresh" players, as opposed to a player beating up on the same players all the time.

If you are using the new NPC army rules (as described above) you will gain points as normal. Each NPC army (of a particuler race) counts as a seperate army (as if it was a PC army). Even though the NPC army may be different in content each time you play against it it still counts as the same army for campaign VP. Neither does it matter what player runs the army for that particuler battle. You get 3 points the first time you beat that NPC army, 1 point for the second time, and 1/2 point for the 3rd and subsequent time.

9). Territory Limits

The GC may wish to put limits on certain territories to provide for a more balanced campaign. For example, he may wish to not allow 4th level Wizards, or magic items over 50 pts in value, instead having players earn these in other ways (such as a reward for winning a campaign season).

Another way of balancing a campaign more is to put limits on the number times a player may have the same territory. For example the GC may wish to rule that no player is allowed to have more than one Ruins at one time.

What and how limits are used is mainly up to the GC and the players concerned. It is important to remember that the campaign isn't really meant to be balanced in the first place, and putting to much restraint on Territories may hurt some armies more then others.

Below I have listed some variations on the campagin based on various set-limits we have used in the past (and still use I might add).


Tactical Version (heavy limits on magic)



10). Spell Casting Generals Limit

This rule only applies to army's who can field spell casting generals (Lizardmen, Undead, and chaos armies).

Such army's may still field their general as a spell caster, but are not allowed to field the free level 1 wizard in doing so. In other words these armies do not start the campaign with a level 1 wizard in addition to there general. Take note that using this rule limits these army's starting force to just a single character (the general).

Chaos is handled a little different then the above, since having the general be a spell caster is only an option for them. they do not lose their free level 1 spell caster entirely, instead fielding their general as a spell caster (no matter the level) means they may not field the second free warlord (which is normaly always a level 1 spell caster). So long as the general is not a spell caster they may field their second warlord as a level 1 spell caster. Otherwise no second warlord may be fielded (unless through territories).

11). Optional Losing Territories Rule

With this option armies controling 4 or more territories have a risk of losing a territory if they lose a battle. At the conclusion of a battle, the losing player must roll a D6: on a roll of 1-2 he can keep no territory after the battle (ie, he loses a territory), not even the territory he staked.

12). Allies

This optional rule allows players to field allies as a regular part of their army. This rule does not pertain to when an other player provides an allied force for your army as described in the WHBB, page 148, but rather actually buying and using allies as in normal games of Warhammer.

Racial Enclave Territory

The rules below apply to all armies that can use allies (see the Army Book for the army in question). Dogs of War armies may not have allies.

Allies are only available through a Racial Enclave territory. A Racial Enclave becomes available if a 35-36 is rolled on the Territory Chart in the WHBB. This replaces the Trade Route result when using allies in a campaign.

A Racial Enclave represents a region occupied by a race (not the Dogs of War however) which may ally with the controlling player's army. Once rolled up the player may either keep the territory as normal and make use of an allied contingent (race) or he may choose to chase the race from the region. If the player opts to chase the other race from the area he must immediatly discard the Racial Enclave territory and roll up another random territory (re-rolling additional Racial Enclave results), representing the actual area occupied by the other race.

A Racial Enclave provdes the controling player with allies from a single *race of his choice (pick as soon as the player decides to keep the territory). The race chosen may NOT be the 'Dogs of War' (see below for including the 'Dogs of War' as allies), and must be a race that would normaly ally with the controling players army. In addition the territory provides 1 magic item worth up to 50 pts, useable by anyone in your army as normal, not just allies.

*NOTE: Note that all chaos warband types (beastmen, warriors, daemon, and monstrous host) count as a single race: CHAOS!!! Anyone with chaos allies may freely choose from any of the warband types to make up his contingent.

A Racial Enclave may be staked in a battle just like other territories, however it may never be used by a player who captures it (even if the race who occupies it could ally with the capturing players army). Instead, the capturing player must immediatly roll up another random territory (re-rolling additional Racial Enclave results) representing his forces clearing the region of the occupying race, and taking the territory they occupied.

Using Allies in Battle

When you buy your allies you are limited to a max. of 1 allied character (may not be the General from that armies list), **warmachine, and large monster per allied regiment of troops you buy. However, you may only include characters, warmachines, and large monsters if you control territories that would normaly allow you to field them as non-allies. For example, if you had Temple and wanted to field allies, you could field the level 4 wizard as an ally or part of your own army/race. By buying him as an ally you may not then field another level 4 wizard from the same territory. In effect, allies are limited to troop types you could normaly field. Note that you may never field an allies General as part of your army.

**NOTE: this also includes all chariots!!!

You may wish to share out some of your magic items to allied units capable of carrying them. If a character/unit with a specific magic item (such as from Ruins) is slain the item is lost as normal.

When fighting a battle against an army of the same race as your allies, or if the enemy is using allies of the same race as your allies then each side with those allies must roll a D6 for each separate contingent: 4+ and the contingent will stay and fight as normal; any other result and those contingents refuse to fight and leave you to fight alone for this battle. Neither side gets a refund of their points spent on allies not showing up to fight!!! Make these dice rolls at the start of the battle just before deploying.

Some particularly nasty armies will fight those of the same race, thus ignoring the dice rolls above:

-Skaven
-Undead
-@Chaos (any)
-Dark Elves
-Chaos Dwarfs
-Orc's and Goblins

@Note: Chaos warrior, beastmen, monstrous host, and Daemon allied contingents in a chaos army of any type ignore the above rules and will always show up for a battle!!! Only if they are in a non-chaos army will they have a chance of not showing up.

However, a D6 should still be rolled for the above races whenever they are called upon to fight regardless of who the enemy is. On a D6 roll of a 1 the entire contingent fails to show up (treacherous dogs). Any other result and they show up to fight as normal. Remember, neither side gets a refund of their points spent on allies who fail to show up!!!

General Notes

If a player has multiple races of allies he can use any and all for any battle. He is not restricted to fielding just one if he has more available (through Racial Enclaves). Note also that a single enclave provides troops of only one race, the race chosen by the player who generated it (see above). Also, no single race can have more than one Racial Enclave per army/player.

Allied units/characters gain Elite/Veteran status just as normal. You will therefore need to keep track of allied Elite/Veteran units or models as you normally would. If the Enclave territory providing the allies is lost so are any and all Elite/Veteran units or characters (you may never use them again)!!!

Optional: All players start the campaign with one allied contingent (race). This contingent is not linked to any Racial Enclave territory (they are loyal troops who have come with the players army for the campaign). They can be from any one race that normally allies with your army (check your army list). Choose your ally before entering the campaign. From that point on you may choose allies from that race (and no other race unless through a Racial Enclave). The exception to this is Chaos. Chaos warband types (beastmen, warriors, daemon, and monstrous host) count as a single race: CHAOS!!! Anyone who chooses chaos as an ally may freely choose from any of the chaos warband types to make up his contingent.

The Dogs of War (DoW)

As noted above, the DoW may not be chosen as an allied race from the racial enclave territory. However they may still be gained as allies.

DoW regiments (only) may be included in an army as allies if a town is controled by the player in question. This is a new added option for town territories. If a player controls a Town he may include in his army up to 3 characters (unit champion, Hero or Army Standard Bearer) or DoW regiments, or any combination of DoW regiments and characters, as long as 3 choices are not exceeded. A player is free to choose which DoW regiment(s) he wishes to use within the limits outlined in the 'DoW' army book.

Unlike allied contingents above, DoW regiments will not fail to show up for a battle. In addition they fully ignore all other rules above regarding allied contingents!!! (they are not considered 'allied contingents' as such, but hired mercenaries). They still count towards an armies 'allies' points allotment as normal.

13). Elite Unit Ld. Bonus

Any Elite unit that becomes Elite a 4th time (i.e. has 3 re-rolls and gains Elite status again) automaticly gains a permanent +1 to their Ld. characteristic (max Ld. 10). This Ld. bonus can't be lost later on in the campaign; their Ld, is permanantly one higher from that point on, even if the unit is no longer Elite. However, if the unit is ever destroyed (not broken) the +1 Ld. bonus is lost.

A unit may not gain a second or more +1 Ld. bonus. This applies only one time, although units who lose the +1 bonus may regain it later on by becoming Elite a 4th time again.


?). Alternate Territory gain rules/Table: This will make territory gain less random, and make more sense. To be added soon!!!
?). Incorporating Other Games: Such as WarhammerQuest, WH Seige, and Bloodbowl, etc.To be added Soon!!!
?). Campaign Army Record Sheets/Cards: To be added soon!!!
?). Strategic Options: To be added soon!!!
?). Terrain Generation: To be added soon!!!
?). Victory Options: Alternate ways to win the campaign. To be added soon!!!


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